update
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@@ -21,6 +21,10 @@ bool shouldRender(ivec3 icorner) {
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return (corner.x*corner.x + corner.z*corner.z < negInnerSec.w*negInnerSec.w) && abs(corner.y) < negInnerSec.w;
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}
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#ifdef TAA
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vec2 getTAA();
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#endif
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void main() {
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uint id = (gl_InstanceID<<5)+gl_BaseInstance+(gl_VertexID>>3);
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@@ -38,4 +42,8 @@ void main() {
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//cubeCornerI.y = cubeCornerI.y*1024-512;
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gl_Position = MVP * vec4(vec3(cubeCornerI+origin)*16, 1);
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gl_Position.z -= 0.0005f;
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#ifdef TAA
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gl_Position.xy += getTAA()*gl_Position.w;//Apply TAA if we have it
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#endif
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}
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@@ -1,8 +1,9 @@
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#version 460 core
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#extension GL_ARB_gpu_shader_int64 : enable
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#define VISIBILITY_ACCESS
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#define VISIBILITY_BUFFER_BINDING 2
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#import <voxy:lod/gl46/bindings.glsl>
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layout(binding = VISIBILITY_BUFFER_BINDING, std430) restrict buffer VisibilityBuffer {
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uint visibilityData[];
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};
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layout(early_fragment_tests) in;
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flat in uint id;
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@@ -11,5 +12,5 @@ flat in uint value;
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void main() {
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visibilityData[id] = value;
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//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 1);
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//colour = vec4(float(id&7u)/7, float((id>>3)&7u)/7, float((id>>6)&7u)/7, 0);
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}
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@@ -105,6 +105,7 @@ vec4 computeColour(vec2 texturePos, vec4 colour) {
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void main() {
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//vec2 uv = vec2(0);
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//Tile is the tile we are in
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vec2 tile;
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vec2 uv2 = modf(uv, tile)*(1.0/(vec2(3.0,2.0)*256.0));
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@@ -9,6 +9,7 @@
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"iris.MixinPackRenderTargetDirectives",
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"iris.CustomUniformsAccessor",
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"iris.IrisRenderingPipelineAccessor",
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"iris.MixinIris",
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"iris.MixinIrisRenderingPipeline",
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"iris.MixinIrisSamplers",
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"iris.MixinMatrixUniforms",
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